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| Perfect Adrenaline System IMO https://www.runestorm.com/forums/viewtopic.php?f=71&t=42941 |
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| Author: | P_Colossus [ Mon Sep 24, 2007 6:24 am ] |
| Post subject: | Perfect Adrenaline System IMO |
First of all greetings, i'm not new to this forum but you can call me newly registered user, cause i never posted here anything. Lets get back to business shall we? Had some idea of new adrenaline system. Here it goes: First of all adrenaline always goes low. (-1 adrenaline every 2 seconds.) Every kill gives 9 adrenaline Every award (double kills, multi kills...) gives +3 adrenaline. When you die adrenaline falls to 0. When health goes below 25 your adrenaline instead of reducing, it starts gaining. (+3 every second) Constant Effects: 0 adrenaline - no effects. 25 adrenaline - 15% faster run speed. 50 adrenaline - 20% faster run speed, 5% less damage. 75 adrenaline - 25% faster run speed, 10% less damage. 90 adrenaline - 30% faster run speed, 15% less damage. Every time reaching 100 adrenaline you awarded with 5 health. For people who like vanilla system make it optional. So what do you think of my system? I personally think its well planned and more or less realistic. P.S. I apologise if i made any grammar mistakes. |
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| Author: | Captain Xavious [ Mon Sep 24, 2007 7:30 am ] |
| Post subject: | Perfect Adrenaline System IMO |
I love this idea! A persistent type like that that doesn't require 100 adrenaline would make it more usable, more believable, and a bit more subtle. The current system I can play an entire game and have it not effect me. Kinda useless to me, due to the need of it being at 100 in order to use. |
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| Author: | P_Colossus [ Mon Sep 24, 2007 7:34 am ] |
| Post subject: | Perfect Adrenaline System IMO |
Most of the time when i reach 100 i forget to use it =))) |
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| Author: | atc [ Mon Sep 24, 2007 8:58 am ] |
| Post subject: | Perfect Adrenaline System IMO |
Once though of a similar system, but when you reached 100 you would die of an aneurysm
Never made that mutator since unrealed doesnt work on linux. |
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| Author: | Bjossi [ Mon Sep 24, 2007 11:51 am ] |
| Post subject: | Perfect Adrenaline System IMO |
This system sounds much better, as the other system was completely illogical in every way. To add to this, I think it'd be pretty cool if the adrenaline level had a logarithmical effect on running speed and damage reduction. |
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| Author: | Kaboodles [ Mon Sep 24, 2007 4:04 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
This is a good idea. I think adrenaline combos would work well with this system. Instead of just sticking with the persistent adrenaline effects, you can choose to magnify your strength until your adrenaline runs out and you land back to square one. I think it would also be nice if you also had a sort of "Adrenaline Crash" when your adrenaline runs out after a combo, and the side-effects of your rampaging start to take their toll. Like maybe reduce your speed and increase the damage you take for a few seconds after it ends. Maybe blur your vision a bit. This way, you'll absolutely have to finish the fight or get the hell away before your adrenaline runs out. |
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| Author: | Dark_Watcher [ Wed Sep 26, 2007 7:11 am ] |
| Post subject: | Perfect Adrenaline System IMO |
This is a wonderful new take on Adrenaline, and I am all for it, because it’s wonderful and because the UT system useless unless you have 100. |
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| Author: | DK [ Wed Sep 26, 2007 9:23 am ] |
| Post subject: | Perfect Adrenaline System IMO |
Yeah. I like this adrenaline system better than the default one (where I forget/just don't care to use it). This, and ChaosUT2's runes are up on my list of adrenaline replacements. |
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| Author: | Tyster [ Wed Sep 26, 2007 10:53 am ] |
| Post subject: | Perfect Adrenaline System IMO |
Chaos runes? You mean the relics that are similar to the UT99 relics? |
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| Author: | DK [ Wed Sep 26, 2007 11:21 am ] |
| Post subject: | Perfect Adrenaline System IMO |
Dunno about UT99 Relics... but Chaos runes are a nice replacement to adrenaline.... |
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| Author: | Yokelassence [ Wed Sep 26, 2007 5:12 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
[size=20px]YES YES YES! Lets get rid of the Jak & Daxter gameplay![/size] This adrenaline system is much more logical, less cartoony, more beleivable and also more effective. I would love for adrenaline to kick in for me, rather than wait for me to activate a combo. I would only add one suggestion: People complain than the current adrenaline system awards winning players and gives losing players less chance. If killing someone gives you 9 adrenaline and dying loses it completely then the system may be even more geared to giving winning players a greater advantage. But I dont want to see this idea changed so to counter this issue I propose we remove adrenaline combo's and make them pickups like the double damage: -Speed amplifier: replaces berserk, an electronic device that increases weapon speed by 50% by reducing mechanical friction. -Leg enhancements: replaces speed, similar to jump boots, these help you run faster. -Automedic: replaces booster, a wearable medkit that pumps you with health -Cloaking device: replaces invisibility, the ut99 pickup Lets face it, how the hell is it possible to control your own bolidy chemical concetration and make it supply you with fresh blood and patch up your wounds...and thats the combo that makes the most sence, if we are aiming for a more realistic BW, removing the combos would have been the first thing I would do. I know the pickups may make the game seem a little more like quake (which has such pickups) But this way everyone can get a berserk, speed, booster, or invisiblity without having to rake up kills from someone who is too hopped up on adrenaline to kill. These extra pickups could be available from wildcard items spawns (that means we have to fix the BW version first) or fresh ones. |
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| Author: | Captain Xavious [ Thu Sep 27, 2007 10:41 am ] |
| Post subject: | Perfect Adrenaline System IMO |
I think those silly adrenaline combos should just plain go out the door. Never really was crazy about the Damage amp, either. |
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| Author: | P_Colossus [ Thu Sep 27, 2007 10:52 am ] |
| Post subject: | Perfect Adrenaline System IMO |
Captain Xavious wrote: I think those silly adrenaline combos should just plain go out the door. Never really was crazy about the Damage amp, either.
I agree. Nothing more to say. |
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| Author: | Miracle Matter [ Thu Sep 27, 2007 11:23 am ] |
| Post subject: | Perfect Adrenaline System IMO |
You can't just make the combo effects into pickups and say that the winners no longer have the advantage, because the good players will be keeping those pickups under tight control the whole match. I'd rather have multiple minor effects that only take a little bit of adrenaline, so that even the losers can get in on it, kinda like UC2 did. |
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| Author: | Bjossi [ Thu Sep 27, 2007 12:03 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
Miracle Matter wrote: You can't just make the combo effects into pickups and say that the winners no longer have the advantage, because the good players will be keeping those pickups under tight control the whole match
I believe the bad players can do so as well, all they need is timing. But they need much more than timing to beat the better player. Take a pick. |
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| Author: | SX [ Thu Sep 27, 2007 12:04 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
Agreed. even if the combo effects were pickups, it would just be pure domination by the good players. |
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| Author: | P_Colossus [ Thu Sep 27, 2007 12:47 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
In my system, adrenalin does not give godlike advantages to players. And besides, there is always one more land mine for fast running players...
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| Author: | Yokelassence [ Thu Sep 27, 2007 3:56 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
Miracle Matter wrote: You can't just make the combo effects into pickups and say that the winners no longer have the advantage, because the good players will be keeping those pickups under tight control the whole match. I'd rather have multiple minor effects that only take a little bit of adrenaline, so that even the losers can get in on it, kinda like UC2 did.
But at least now the player is not dominating because he is dominating, he is simply using casual timing techniques that will always exist and always have exist for as long as there are pickups at all. I dont see the harm in adding 4 more pickups for this reason. You can counter timers, you cant counter adrenaline. A few things to consider: timing takes skill Not all 4 pickups and the damage amp need to be available all at once in a single map, only one will do. One of the new pickups can just replace the double damage (via your choice mutator) so nothing is really changed. (Custom maps can be made to have them all but its your choice to play them) The combos were never more powerful than the double damage. And think: now people cant have double damage AND berserk at the same time
But if we can think of another way to remove combo's but keep the abilties then I am open to suggestion. Or you can discard them and remove some of the flavour. |
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| Author: | Sgt. Kelly [ Thu Sep 27, 2007 8:50 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
P_Colossus's ideas are nice, this system sounds much better than the original. I think the combos should be kept in, but changed to more realistic variants. For example: Stamina - This is pretty logical, adrenaline allows us to run in fight or fight situations in real life. Player runs faster and jumps farther. Stamina bar doesn't lower, perhaps flashes to show effect. Drains slowly. Calm - Takes the player out of the action and steadies aim. Player moves slower with greatly increased aim and decreased recoil. Perhaps slow motion in non-online matches. Drains moderately. Breserk - Infusion of power. Speed increased slightly, melee damage increased, damage resistance increased. Recoil and chaos increased. Drains slightly fast. Emergency - Last chance. Since the game isn't fully realistic, this would be the trump card for the wounded. Player moves fast, is invincible and deals much more melee damage. Drains extremely fast. 10 seconds of immunity. A visual screen effect would be nice for adren combos, there wasn't much to notify the player of the combo in UT 2004 besides barely visible lights. |
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| Author: | Captain Xavious [ Fri Sep 28, 2007 10:52 am ] |
| Post subject: | Perfect Adrenaline System IMO |
These are pretty cool ideas. The emergency one I question, but the idea I like. |
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| Author: | atc [ Fri Sep 28, 2007 11:28 am ] |
| Post subject: | Perfect Adrenaline System IMO |
Though had posted this already, but seems not. Posting it now, on the context of the original idea: - When adrenaline level increases, on a duration and intensity proportional of how much increased, and accumulative with already in effect, slightly increases movement speed and reduces damage taken. Over time this fades, but slowly. - When adrenaline decreases, the opposite effect occurs. - Over time, adrenaline level slowly decreases, automatically counterbalancing the effect of the increase and at the same time, allowing an increasing again later. - On respawn starts with 0 adrenaline and no effect is carried. If a player starts fragging, will get the increase, until hits top, when no further increase can be applied. So if a player is dominating over the others, chances are will reach top faster and lose the advantage. The player that gets fragged most, will have counter start at 0 all time, so can get full advantage of the increase. If the player that is dominating loses his domination status and adrenaline starts decreasing, will have the aftereffects thus decresing more, until either improves his situation or gets fragged, at which would respawn at 0 again. Although if where to range from low fragging range to high fragging range in a game, the mid range might get better benefit from it, low range might have some trouble, so may be, start instead of 0 with a small increase of addrenaline for a few seconds upon respawn, which would give some positive effect increase on respawn. This also could be made a lineal increase instead of constant, the lower adrenaline the more it increases on a frag, the higher it is, the lower it increases, up to 100 where no further increase is possible. Of the combos, dont like them, not only seems a bit ilogical for me, they also sometimes trigger unwanted during game because of key presses |
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| Author: | Captain Xavious [ Fri Sep 28, 2007 11:39 am ] |
| Post subject: | Perfect Adrenaline System IMO |
I like the sounds of that. The idea of starting with some adrenaline is pretty cool, sorta like the respawn shield given. Could work pretty well. |
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| Author: | Miracle Matter [ Fri Sep 28, 2007 12:03 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
Just thought of a twist to the "continuous" adrenaline system (I also like Bjossi's idea of a logarithmic function here). What if players slowly became tolerant to the effects of adrenaline if they stay hyped-up for long periods of time? Meaning, someone who maintains a killing spree will get a major rush for a while, but that will eventually peter out as their body adapts to the adrenaline coursing through their veins. This effect can be undone by allowing your adrenaline to return to lower levels, so your body becomes sensitized to it again. This slightly reduces the "help the rich" effect that adrenaline tends toward, as the people being left behind will eventually be given a chance to fight back while their opponent is either waiting off their adrenaline or suffering from reduced effects. As another twist, maybe once somebody becomes tolerant to the effects of adrenaline, they would experience a crash when dropping below their current "normal" levels? Complete with blurry vision and slowed movements, and so on. Although if this were implemented, adrenaline should not be capped in order to prevent people from getting stuck at basic abilities with nowhere to go but down. Any thoughts? |
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| Author: | Yokelassence [ Fri Sep 28, 2007 2:31 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
I have a feeling it may be more inconvenient than fair to start being hindered by a bonus resource that is intended to assist you. With 9 adrenaline per kill it could happen alot to skilled players. They may not like having their game interupted because their character is high on drugs. I think atc had it right: The effects of adrenaline cannot be maintained and dissipate when you reach 100. Forcing you to cool off and wait for the adrenaline to die down before you can use its effect again. Either that or just activate a combo to drain excess adrenaline for a nice new advantage but that might just apply a double whammy on the total disadvantage other players will have. I still say convert the combo's into special pickups. Simple, effective solution. Either way the adrenaline will remain more or less a 3rd resource. Sgt. Kelly wrote: A visual screen effect would be nice for adren combos, there wasn't much to notify the player of the combo in UT 2004 besides barely visible lights.
And the big red text on the screen that showed that combo you pulled And the announcer screaming "BEERRSERRRRRK!!!!!!!" |
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| Author: | Sgt. Kelly [ Fri Sep 28, 2007 3:14 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
Yokelassence wrote: And the big red text on the screen that showed that combo you pulled
And the announcer screaming "BEERRSERRRRRK!!!!!!!" I meant the actual screen effects. They could use a large upgrade. Some screen distortion would be nice instead of floating red slashes. |
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| Author: | Miracle Matter [ Fri Sep 28, 2007 4:36 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
Yokelassence wrote: I have a feeling it may be more inconvenient than fair to start being hindered by a bonus resource that is intended to assist you. With 9 adrenaline per kill it could happen alot to skilled players. They may not like having their game interupted because their character is high on drugs.
Technically it's not hindering you, it's just not helping you anymore. You can still choose to go on your rampage with your dwindling effects, or you can rest for a while and then jump back in at full benefit. This isn't a fast process either, and it's intended mainly to stop the system from giving a huge artificial advantage to the players that are skilled enough to keep a full adrenaline tank for that long (20-25 kills at least, which is ridiculous by any standards). |
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| Author: | Bjossi [ Fri Sep 28, 2007 7:27 pm ] |
| Post subject: | Perfect Adrenaline System IMO |
Sgt. Kelly wrote: I meant the actual screen effects. They could use a large upgrade. Some screen distortion would be nice instead of floating red slashes.
I think I'd prefer no effects at all. I want to find out the opponents' adrenaline level the painful way.
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| Author: | DK [ Sat Sep 29, 2007 2:37 am ] |
| Post subject: | Perfect Adrenaline System IMO |
"Woo-hoo... 90% Adrenaline!!! Nobody can stop me now~!!!" *gets railed into a wall* "Ooooh, I'm soooo sorry...! Hehehehe." |
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